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2025-11-17 10:28:09 +01:00
/*
* This file is automaticaly generated, Please dont edit this file!
*/
#include <shader.h>
void shader_checkShaderForErrors( shader * this, GLuint shader ) {
GLint isCompiled = 0;
glGetShaderiv( shader, GL_COMPILE_STATUS, &isCompiled );
if(isCompiled == GL_FALSE)
{
GLint maxLength = 0;
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength );
GLchar errorMessage[ maxLength ];
glGetShaderInfoLog( shader, maxLength, &maxLength, errorMessage );
printf("Error: %s\n\n", errorMessage);
glDeleteShader( shader );
return;
}
}
void shader_createFromFile( shader * this, char * vertexShaderPath, char * fragmentShaderPath ) {
text * vertexShaderSource = fileSystem_readFile( filesystem, vertexShaderPath, "utf8" );
text * fragmentShaderSource = fileSystem_readFile( filesystem, fragmentShaderPath, "utf8" );
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource( vertexShader, 1, &vertexShaderSource->value, NULL );
glCompileShader( vertexShader );
shader_checkShaderForErrors( this, vertexShader );
GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
glShaderSource( fragmentShader, 1, &fragmentShaderSource->value, NULL );
glCompileShader( fragmentShader );
shader_checkShaderForErrors( this, fragmentShader );
GLint program = glCreateProgram();
glAttachShader( program, fragmentShader );
glAttachShader( program, vertexShader );
glLinkProgram( program );
glUseProgram( program );
int attributeCount = 0;
GLsizei bufSize = 64;
GLsizei length;
GLint size;
GLenum type;
glGetProgramiv( program, GL_ACTIVE_ATTRIBUTES, &attributeCount );
printf("Active Attributes: %d\n", attributeCount );
for (int i = 0; i < attributeCount; i++)
{
GLenum type;
attribute attributeInstance = attribute_new();
glGetActiveAttrib( program, ( GLuint ) i, bufSize, &length, &size, &type, attributeInstance.name);
printf("Attribute #%d Type: %u Name: %s\n", i, type, attributeInstance.name);
GLint attributeLocation = glGetAttribLocation( program, attributeInstance.name );
glEnableVertexAttribArray( attributeLocation );
attributeInstance.location = attributeLocation;
attributeInstance.type = type;
array_add( this->attributes, &attributeInstance );
}
printf("attributes count: %i\n", array_length( this->attributes ));
int uniformCount = 0;
glGetProgramiv( program, GL_ACTIVE_UNIFORMS, &uniformCount );
printf( "Active Uniforms: %d\n", uniformCount );
for (int i = 0; i < uniformCount; i++)
{
uniform * uniformInstance = uniform_newPointer();
GLenum type;
GLchar name[bufSize];
glGetActiveUniform( program, ( GLuint ) i, bufSize, &length, &size, &type, uniformInstance->name );
printf( "Uniform #%d Type: %u Name: %s\n", i, type, uniformInstance->name );
GLint uniformLocation = glGetUniformLocation( program, uniformInstance->name );
uniformInstance->location = uniformLocation;
uniformInstance->type = type;
array_add( this->uniforms, uniformInstance );
}
printf("uniforms count: %i\n", array_length( this->uniforms ));
}
struct attribute * shader_getAttributeByName( shader * this, char * attributeName ) {
int attributeCount = array_length( this->attributes );
for ( int i = 0; i < attributeCount; ++i )
{
uniform * currentAttribute = array_get( this->attributes, i );
char * currentAttributeName = ( char * ) currentAttribute->name;
if( char_operator_compare( currentAttributeName , attributeName) ) {
return currentAttribute;
}
}
}
void shader_setUniform( shader * this, char * name, void * value ) {
int uniformCount = array_length( this->uniforms );
for (int i = 0; i < uniformCount; ++i)
{
uniform * currentUniform = array_get( this->uniforms, i );
char * uniformName = (char *)currentUniform->name;
if( char_operator_compare( uniformName , name) ) {
switch( currentUniform->type ) {
case GL_FLOAT_VEC2:
vector2 * vector2Value = ( vector2 * ) value;
glUniform2f( currentUniform->location, vector2Value->x, vector2Value->y );
break;
case GL_FLOAT_VEC3:
vector3 * vector3Value = ( vector3 * ) value;
glUniform3f( currentUniform->location, vector3Value->x, vector3Value->y, vector3Value->z );
break;
}
}
}
}
shader shader_new() {
shader instance;
instance.__classIndex = 8;
instance.uniforms = array_newPointer();
instance.attributes = array_newPointer();
return instance;
}
shader * shader_newPointer() {
struct shader * pointer = malloc( sizeof ( struct shader ) );
pointer->__classIndex = 8;
pointer->uniforms = array_newPointer();
pointer->attributes = array_newPointer();
return pointer;
}
uniform uniform_new() {
uniform instance;
instance.__classIndex = 9;
return instance;
}
uniform * uniform_newPointer() {
struct uniform * pointer = malloc( sizeof ( struct uniform ) );
pointer->__classIndex = 9;
return pointer;
}
attribute attribute_new() {
attribute instance;
instance.__classIndex = 10;
return instance;
}
attribute * attribute_newPointer() {
struct attribute * pointer = malloc( sizeof ( struct attribute ) );
pointer->__classIndex = 10;
return pointer;
}